122 lines
4.4 KiB
C#
122 lines
4.4 KiB
C#
using Godot;
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using System;
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public partial class asteroid : Area2D
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{
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[Signal]
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public delegate void ExplodedEventHandler(Vector2 pos, int size);
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public enum AsteroidSize {LARGE, MEDIUM, SMALL};
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private string[] _largeAsteroidTexture = new string[] {"res://assets/PNG/Meteors/meteorBrown_big1.png",
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"res://assets/PNG/Meteors/meteorBrown_big4.png",
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"res://assets/PNG/Meteors/meteorGrey_big4.png"};
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private string[] _mediumAsteroidTexture = new string[] {"res://assets/PNG/Meteors/meteorGrey_med1.png",
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"res://assets/PNG/Meteors/meteorBrown_med3.png",
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"res://assets/PNG/Meteors/meteorBrown_med1.png"};
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private string[] _smallAsteroidTexture = new string[] {"res://assets/PNG/Meteors/meteorBrown_small1.png",
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"res://assets/PNG/Meteors/meteorBrown_small2.png",
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"res://assets/PNG/Meteors/meteorGrey_small1.png"};
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[Export]
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public AsteroidSize Size;
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private int _speed = 200;
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private Vector2 _movementVector;
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private Sprite2D _sprite = new Sprite2D();
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private CollisionShape2D _colShape;
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public override void _Ready()
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{
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_sprite = GetNode<Sprite2D>("Sprite2D");
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_colShape = GetNode<CollisionShape2D>("CollisionShape2D");
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var rand = new Random();
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Rotation = (float)rand.NextDouble();
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Rotation = (float)((Rotation * 2) * 3.14);
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_movementVector = new Vector2(0, -1);
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CircleShape2D colShapeL;
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switch (Size)
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{
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case AsteroidSize.LARGE:
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_speed = rand.Next(5, 15);
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_sprite.Texture = GD.Load<Texture2D>(_largeAsteroidTexture[rand.Next(3)]);
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colShapeL = GD.Load<CircleShape2D>("res://assets/CollisionShapes/asteroid_cshape_big.tres");
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_colShape.SetDeferred("shape", colShapeL);
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break;
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case AsteroidSize.MEDIUM:
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_speed = rand.Next(25, 50);
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_sprite.Texture = GD.Load<Texture2D>(_mediumAsteroidTexture[rand.Next(3)]);
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colShapeL = GD.Load<CircleShape2D>("res://assets/CollisionShapes/asteroid_cshape_medcircle.tres");
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_colShape.SetDeferred("shape", colShapeL);
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break;
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case AsteroidSize.SMALL:
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_speed = rand.Next(50, 75);
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_sprite.Texture = GD.Load<Texture2D>(_smallAsteroidTexture[rand.Next(3)]);
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colShapeL = GD.Load<CircleShape2D>("res://assets/CollisionShapes/asteroid_cshape_smallcircle.tres");
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_colShape.SetDeferred("shape", colShapeL);
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break;
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}
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}
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public void Explode()
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{
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//DEBUG PRINT
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GD.Print($"DEBUG: Explode() called for {Name} at {GlobalPosition}");
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GD.Print($"DEBUG: {Name} calling Explode()");
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EmitSignal(SignalName.Exploded, GlobalPosition, (int)Size);
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QueueFree();
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}
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private static void OnBodyEntered(CharacterBody2D body)
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{
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/*if (body is player player)
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{
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player.ShipDamage(30);
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GD.Print("player asteroid collide");
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}*/
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if (body is not ship ship) return;
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ship.ShipDamage((30));
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GD.Print(("ship asteroid collide"));
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GD.Print(ship.Name, ship.Health);
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}
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public override void _PhysicsProcess(double delta)
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{
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GlobalPosition += _movementVector.Rotated(Rotation) * _speed * (float)delta;
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CircleShape2D circleShape = (CircleShape2D)_colShape.Shape;
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var radius = circleShape.Radius;
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var screenSize = GetViewportRect().Size;
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/*
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if (GlobalPosition.Y + radius < 0)
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{
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GlobalPosition = new Vector2(GlobalPosition.X, ScreenSize.Y + radius);
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}
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else if (GlobalPosition.Y - radius > ScreenSize.Y)
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{
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GlobalPosition = new Vector2(GlobalPosition.X, -radius);
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}
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if (GlobalPosition.X + radius < 0)
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{
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GlobalPosition = new Vector2(ScreenSize.X + radius, GlobalPosition.Y);
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}
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else if (GlobalPosition.X - radius > ScreenSize.X)
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{
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GlobalPosition = new Vector2(-radius, GlobalPosition.Y);
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}
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*/
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}
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}
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